
Learn (or teach) the basics of Game Programming with this free Phaser tutorial.
This book was a result of three things that happened to occur around the same time:
First was the problem that came up with our HTML5 workshop. The original lecturer bailed at the last minute and we had problems with finding a replacement. We even considered the worst case, cutting out the hands-on portion leaving us with a morning “workshop” consisting only of talks from people in the local gaming industry.
Coincidentally, I was playing around with Phaser a few weeks before the event. While I am not a game developer, I had just enough knowledge to make a simple workshop to introduce basic game concepts via the said HTML5 game framework. In the end I volunteered to take over the workshop less than four days before the actual event.
Normally I would have prepared a hundred or so slides and go through them during the workshop. But earlier that week I had the rare opportunity to talk to the first person who gave me advice when I started out teaching, and one of the things we talked about the not-so-recent trend of lazy college professors making only slides leaving a big gap between them and textbooks. This convinced me to switch things up with the workshop – instead of giving the participants a link to SpeakerDeck, I would point them to the book.
It took a few sleepless nights to write the original 36-page workbook, but it was worth it: I had a much easier time conducting the workshop than I would have if I went with slides.
Purchasing the book is optional, but would be greatly appreciated as purchases will allow me to spend more time writing books like these. A bonus video is included with purchases.
- Table of Contents
- Preface
- License
- Introduction
- Who is this book for?
- Morning: Preparing for the Afternoon
- Introduce them to Shoot `em Ups
- Technical Requirements: JavaScript and Math
- Development Environment Setup
- Other Suggested Prior Reading
- Video Walkthrough
- Afternoon 0: Overview of the Starting Code
- Afternoon 1: Sprites, the Game Loop, and Basic Physics
- Sprite Basics
- The Game Loop
- Apply Physics
- Afternoon 2: Player Actions
- Keyboard Movement
- Mouse/Touch Movement
- Firing Bullets
- Afternoon 3: Object Groups
- Convert Bullets to Sprite Group
- Enemy Sprite Group
- Player Death
- Convert Explosions to Sprite Group
- Intermission: Refactoring
- Refactoring Functions
- Reducing Hard-coded Values
- Afternoon 4: Health, Score, and Win/Lose Conditions
- Enemy Health
- Player Score
- Player Lives
- Win/Lose Conditions, Go back to Menu
- Afternoon 5: Expanding the Game
- Harder Enemy
- Power-up
- Boss Battle
- Sound Effects
- Afternoon 6: Wrapping Up
- Restore original game flow
- Sharing your game
- Evening: What Next?
- Challenges
- What we didn't cover
- Appendix A: Environment Setup Tutorials
- Basic Setup
- Advanced Setup
- Cloud IDE Setup
- Appendix B: Expected Code Per Chapter
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